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Question by Manthan Studio · Oct 17, 2013 at 06:27 AM · androidrenderingquality

How to do anisotropic texture filtering for android device?

Hello We are using Unity (Pro for PC/Mac, and free Version for android and iOS ) for making an android game. We are trying to use anisotropic textures but not able to get desired result on the device(Samsung Tab 2, Samsung Galaxy S4). The settings we did are : Quality-> Anisotropic Textures : Forced on.

We can see the proper effect on the PC but when we build and run to device, we still see blurred texture at distance, i.e. anisotropic textures are not used. We also set the textures as anisotropic bilinear filter with Aniso level 5, still no anisotropic filtering in device.

So, our question is : Is this the problem of device (Samsung Tab 2, Samsung Galaxy S4) or is it because of License( free version of android ) or are we using incorrect settings or something else? Kindly help us to resolve this issue.

Regards

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Answer by sethuraj · Oct 17, 2013 at 06:57 PM

Devices like Samsung galaxy S4 and Tab2 supports Aniso filtering there is no doubt in that.Make sure in your quality settings,the default quality level for for android platform is at 'Simple' or 'Good'.

The blurring of textures is caused by mipmapping with imporper texture filtering.Set the texture Format to RGB Compressed DXT1 (textures without alpha) or RGBA Compressed DXT5 (textures with alpha) and try using the following settings.I tested dis with Samsung Galaxy Tab 2.

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avatar image Manthan Studio · Oct 18, 2013 at 03:16 PM 0
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Firstly, thanx for the reply. I did try with Quality setting set to 'fantastic ', aniso level 5 and texture compressed at 1024 size, still the far textures are blurry. Is it because of free android version or m I still missing something? While building apk file, m using ETC1 or RGBA16 Texture compression. Should I also give a try to PVRTC? These settings show perfect output on PC, but not on device.

avatar image sdgd Manthan Studio · Oct 18, 2013 at 03:16 PM 0
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please don't post answers as questions or as thanks

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I'm converting this to a comment

avatar image Manthan Studio · Oct 26, 2013 at 01:27 PM 0
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Turning off 'Generate $$anonymous$$ip $$anonymous$$aps' worked. If its kept on, then aniso filtering wasn't working. I found that this problem is with all devices having PVRTC GPU [also iPad], with Adreno even keeping 'Generate mip maps' works. Thank you for your answer.

avatar image sethuraj · Oct 26, 2013 at 03:46 PM 0
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The thing is turning $$anonymous$$ipmap off is not recomended for textures used for roads,terrains etc.When you turn off $$anonymous$$ipmap you are telling the GPU to draw all pixels regardless of the depth which will increase GPU load and your texture will look too sharp grainy.

Aniso filtering is supported by these mobile devices but up to level 2 only.So even if you keep it upto 9 it will only show level 2.If turning off $$anonymous$$ipmap works for you then you should optimise on other things for you game to run on all handheld devices. Cheers.... :-)

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Answer by Optimus6128 · Oct 06, 2015 at 11:26 AM

I had recently the same problem with Galaxy Note 4. On the editor, turning anisotropic to forced on would improve the quality but wouldn't work on the phone, it would look like the anisotropic: per texture option. Although, for the floor texture I needed this, I just increased the anisotropy slider from 1 to 16 in the inspector for this texture and this worked for me. It's like "forced on" is ignored and the "per texture" option is always selected which actually means "look at the anisotropy value for the specific texture". So, if I want to check if I can have my whole map with anisotropy at 16, I would have to manually increase it in every texture. And then if it's not very wise for performance I should set everything back again :P

But at least for my bumped floor texture this works like a charm, so I could be selective maybe.

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